Hedion University

Amarr Empire

Add counts indicating the number of different categories of items in a branch to the location tree, for example: My Items > My Loot [59] My Items > Stuff for Sale - Container [1433]

Add the ability to fit all items in a stack. Say for instance, you want to fit 3 nanofiber internal structure modules to your ship, and they are all in an "unassembled" stack. Under the current system, you would need to "Fit to Active ship" three separate times or unstack the items three separate times and then mass select them and fit them to ship all at once. Instead, you should simple be able to select the stack and say "Fit to Active Ship" once and all the items will automatically attempt to fill fitting slots until there's no more room or no more items in the stack.

Ensure search function looks in containers: When the quick filter or asset search is used, it would be nice for it to search sub-directories in the tree. There's nothing more annoying than buying a skill book only to discover months later you've already had it hidden away in a container for years because the asset search you did, didn't bother to check containers. Same applies to manufacturing materials and modules you want to fit.

Estimated isk price off refine values: It would be nice to have the option for either the inventory window or the refinery window look up average market prices for minerals/materials and give a readout estimating the refined value of selected items based off the value of the raw materials. Indeed, if instead of using average values it could estimate the nearest levels of support and resistance on the market to give an idea of the margins, that would be even better (if technical).

(This is a bit out of scope, but speaking of market analysis, the market graph is especially hard to use for many commodities, especially minerals, because the "min/max value" and the "donchian channel" options use overly extreme values on the most recent day of the graph and the fine distinction is compressed to a few pixels while those options are selected. For example, look at any graph of "tritanium" ever, then unselect those options and behold a much more reasonable scale for the y-axis. It would be nice if the graph was user-scalable or didn't pull ridiculous extreme values from the market for its data.)

Rothschild's Sewage and Septic Sucking Services

The Possum Lodge

We definitely haven't forgotten about the drone UI and we have some very interesting ideas floating around. The problem is simply that there are so many worthwhile UI improvement projects and so little time!

You mean like that awesome (but not so much in practicality) Neocom that NOBODY asked for, when ppl have been begging for better Drone UI for how long?

Try working on stuff ppl are asking for, that might make them happier.

Also, keep in mind, all those 'positive comments' about this new system in the first 7 or so pages of this thread are from ppl who had only read the blog and thought it was neat, not have played with it for a while on SISI. So, when you do your feel-good tally of how many posts about this are positive/negative please take that into account, and only tally the ones from ppl who have actually USED the new system.

That said, i briefly looked at this on SISI last night but didn't fiddle with it too much, and i'm concerned how much more precious screen space will be taken up by this "improvement" while in space. Specifically, mining and using an orca...and how fun it will be to re-size said windows every dock/undock. I will test this out when i get some larger chunks of free time.

So far, i'm not a fan...i liked being able to see exactly what i needed to see in each reasonably sized can while in station and in space, and freely drag stuff between the two. Scrolling up and down endless trees while trying to drag something into another cargo is just dumb in my mind.

Prompt Critical

A truly beautiful piece of work. But please please PLEASE make sure that it gets integrated with the Assets window. Being able to open different stations in different "tabs" would be the best thing ever. Automatically making a hauling contract when you dragged items between stations would also be amazing, but i don't know how doable it is.

Brutor Tribe

Minmatar Republic

One thing I noticed when logging in for the first time yesterday. I forgot about that change. So I was at "uh, huh? Inventory broken? Where's the button? Ships missing, too? Is it in services tabs? no? what? Then I tried a double click and remembered the change seeing it popping up. Maybe there should be some hint window similar to the one the updated neocom had.

Edit:Just had this random idea: Allow an optional button to show assets located in other stations (as mentioned above), but still allow drag and drop: If I drag a skill book from my Jita assets to the Rens assets, I'm told in a popup that I can't move assets between stations, but at the same time I'm asked to whether I'd like to create a courier contract for the transport.

Aideron Robotics

The POS thing is going to be a little weird. Are you going to show all structures even though you aren't close enough to access them? If so can we just remove the 3000m limit? What's the point of having a new fancy inventory UI if you actually can't use it to make things easier?

didnt they say they were gonna remove the 3k limit as long as your within the pos shield.... or thats what i recall hearing, if so with the new inventory POS management just go so much more manageable.

That is news to me. That would be awesome!

Nabaal Construction and Industrials Corp

Nabaal Syndicate

Any chance I can get an option to remove all the "estimated value" indicators? I know it's minor, but I just... don't like it. It takes up screen space, and I especially don't like it in the tool tip. You can hide the setting away in whatever obscure advanced configuration section you want, but please? (Actually, sticking a context menu on the item count might work.)

I know this must seem like a silly request that bloats your code, but to me, this is a silly feature that bloats my UI and I want the ability to turn it off.

Federal Defense Union

Gallente Federation

Awesome stuff. Much, much, better. The only minor complaint is I wish the open in new window feature could be done with a double click instead of the right click drop down selection.

I have 2 additional UI requests that would make life a LOT easier for us poor industry and corp security people:

1. Can you add a "unique" filter to the inventory filters? I copy LOTS of blueprints and ship them all over the place to various offices. For example, I have 10 thrasher, 10 drake, 10 hurricane, 10 abaddon, 10 xxx, repeat 100 times for 100 other BPCs. I then need to create a courier contract or drop 1 of each BPC into a container to ship them to an office. This currently is extremely painful. If I could use your filter item to show me just 1 of each item, I could just select all and be done with it.

2. Can we please please please be allowed to place assembled ships into station containers? It would be really, really, really, really nice to be able to have some security around corp owned ships and an audit trail around who takes which ship. Currently, we have to do this at the hangar granularity which isn't the greatest and offers no auditing at all. This shouldn't be that hard to change and would be a HUGE help. Even if you did it for just the player built station warehouse it would be great.

University of Caille

Gallente Federation

I tested it on SiSi and I don't like it. Here are some solution that should be implemented

1. If you open your inventories at station, and arrange them, for example upper right corner the ships, down the items, middle left the current ship cargohold, then this arrange should be saved.

2. I hate when I undock and all my arranged windows stays where they was at the station, and all of them shows my ship cargohold.

3. Make station and in-space arrange separate.

4. Too bad I cant open my ship cargohold when I clik on my ship at station, just the same window as where my station items are.

5. Same if I try to open it from the fitting-screen.

Solution: Make a global variable to make these inventory stuff windows to be open for a separete window, or that dumb all-in-one window.

This UI change will make my manufacturer main go crazy. Separate windows are less complicated and more easy to use.

I would like to double click on my Station containers at station and open them in new windows (as it is now on TQ), instead of opening them and then have to search back to the root of Items and things like that.

... and as a result have to decrease screen real estate that I'd rather use to look at the things I'm shooting at - not various bits and bobs I don't need.

If you need an idea of how small I want this window to be, go on TQ and open a can or something with the large icon view. Now set it to its minimum height, and the width necessary to show three stacks/items side-by-side - with a scrollbar, in case you have more than three stacks. That is how much space I want my cargo taking up on my screen. I don't need it to take up more space than that, and in fact I do not want it to take up more space than that...

Agreed on that bit. Definitely don't want my screen real estate in space to be taken up by a large interface. I want to see things blowing up/etc. Not look at a huge grid filled with items.

But I am sure with CCP's new view on listening to the players they will think of something

/this

In space we need smal windows.

Caldari Provisions

Caldari State

Damn, that looks sweet. I can't wait to see this implemented on TQ. It's nice to know that CCP have some people who've clearly understood how frustrating it can be to have dozens of inventory-windows open at the same time. They almost deserve a raise...

Sebiestor Tribe

Minmatar Republic

The added functionality to the inventory windows is great. However in my opinion your fight against "open windows" is misguided. I believe you should be fighting the need to have many windows open with out hindering the ability to do so in way we have for years.

I need my windows to look similar to and behave like the ones in the below image. You can and should add functionality to that layout, but not remove any functionality already there.

I need to have my ships and items separated by tabs on the top my main inventory window any I need this window to close when undocked. I also need my cargo window for my active ship to always be open (docked or in space) and never have the container recycled for other inventory containers (they should open in their own window)

Aktaeon Industries

Question: Is the new inventory system intended to replace the asset tab within the corp management window and if so, will you be able to have the same functionality with this new system as you did with the old as a CEO or director? ( suggest lock-down, transfer items to member's hangers and ect.) Also, how will this affect the Security Officer role within a corp? will they still beable to see into members' hangers?

Suggestion1: Notice that you said that you will hid corp hangers dependent on the read and take rules granted by CEO/director. This is not good. Players still need to be able to drop items into corp hangers even if they do not have read or take access. If nothing else you need to have corp hangers populated on the tree!

Suggestion 2: How about extending the tagging system that you built for the EVE-Mail system to the inventory system. It would be nice to be able to tag individual items within my inventory with custom tags that i create and then use filters to show only items with said tags!

❒ Single ❒ Taken ✔ Playing EVE Online

CCP Guard > Where's the shoot button on this thing?

CCP Space Cadet > What's this "offline guns" button do?

Photosynth

Does the "Fit" button on the saved fits window know to look into cans now? I saw in the blog cans labeled "low slot modules" and such. Presently having such cans is a pain, because to fit a ship you got to drag all the modules out of them first, then fit, then put the un-fitted modules back in.

Has the fitting window been taught how to take and return modules to cans? Or do I still have to leave everything out?

How about refining and building? Does everything still have to be out of cans?

Then again, maybe the filter options makes all of my worries moot. Ill have to test.....